Fixes https://github.com/Khopa/dcs_liberation/issues/473. Air defenses
for bases, strike locations, and fixed IADS will now all downgrade to
lower tier systems as needed. Strike locations will still be spawned as
an equally weighted random generator from either the medium or long
range groups, but will use a short range system if none are available to
the faction.
I've made the change in a way that leaves factions compatible, but will
follow up to clean up our built-in factions.
Mostly fixes https://github.com/Khopa/dcs_liberation/issues/473. The
last part of the fix is to migrate the `shorads` property of the faction
to just be in `sams` and just use the property to decide its use.
Currently factions like USA 2005 that have long range SAMs and SHORADs
only will still not spawn anything at medium sites because they have no
other SAMs declared.
Fixes https://github.com/Khopa/dcs_liberation/issues/417, though the
notes on that bug about this being non-optimal for skynet are still
true. This doesn't make skynet behavior any worse though, and does
improve it some compared to not having PD.
Adds two new SA-10 generator variants:
* Tier 2, with SA-15 for point defense
* Tier 3, with SA-15 for point defense and the Shilka upgraded to a
Tunguska.
Updated factions that are capable of those systems, added missing SAMs
to those factions, and removed use of SA-19 as an independent SAM from
those factions. Will do a larger audit of faction SAMs later.
* Prevent common cases where ground units do not spawn due to
frontline position being in exclusion zone
* Fix case where ground units will spawn inside exclusion zone due to
random offset from frontline center being fixed
* Remove dead code from `conflictgen.py`
* Start cleanup of `GroundConflictGenerator`
Ensures frontline stays outside of exclusion zones by adjusting its
position and width
Adds a DisplayOption for viewing the frontline vector on the map
To improve IADS design in campaigns, this differentiates required long
and medium range SAMs. SAMs that must be long range SAMs are defined by
SA-10 or Patriot launchers, while medium range SAMs are defined by SA-2,
SA-3, or Hawk launchers.
Long range SAMs positions will only be populated by long range SAMs
(Patriots and SA-10s), and not all factions have those available. Medium
range SAMs currently comprise all air defenses that are not long range
SAMs, so if the faction includes flak guns in their `sams` property then
flak guns may be spawned at medium range SAM locations.
Base defenses and random SAM locations continue to use either type of
SAM.
Doesn't allow helos or harriers to do it either even though they should
be able to because we don't currently support ground spawns, which would
be needed to prevent those aircraft from using the runway. Even then, I
don't know if they can be forced to *land* vertically.
Fixes https://github.com/Khopa/dcs_liberation/issues/432
Repairing a damaged runway costs $100M and takes 4 turns (one day). The
AI will always repair runways if they can afford it. if a runway is
damaged again during the repair the process must begin again.
Runways are still operational despite what the UI says. Preventing the
player and AI from using damaged runways (except for with helicopters
and harriers) is next.
Apparently we were already getting this info because it's a unit like
any other according to the event system, so if runways were actually
sufficiently damaged we'd emit a ton of exceptions.
This doesn't do anything yet, but tracks the damage state. Will add the
ability to repair them next, and then finally make the damage render the
runway inoperable.